America’s Army: Proving Grounds is the official game of the U.S. Army and part of the highly acclaimed America’s Army game series. This free military game focuses on small unit tactical maneuvers and puts you to the test in a wide variety of new America’s Army maps as well as AA fan favorites.
User reviews:
Mostly Positive (104 reviews) - 71% of the 104 user reviews in the last 30 days are positive.
Mostly Positive (6,207 reviews) - 76% of the 6,207 user reviews for this game are positive.
Release Date: Oct 1, 2015

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Recent updates View all (78)

October 20

Game Update Notes (20 OCT 2016)

Happy early Halloween! Our October update is here and with it comes a host of fixes and improvements. The biggest thing to note is a massive overhaul of our 'netcode'. You can check out our podcast covering some of the information HERE

A full list of the changes is also at the bottom of the post, and Dev Kartigan will be watching the forums answering any questions you have regarding the 'netcode' update.

Account Changes

  • Account creation is on webpage is now disabled.
    • All account creation now goes through the in game system
  • VIP picked on a swap round will no longer get an incorrect swap warning and will correctly get the deploy UI popping up
  • Fixed an issue where if the VIP was the last player on a team and left, the game would go into a looping state
  • VIP game mode added to the server browser filters
  • Added VIP coloring to the VIP notification and the VIP VOIP label
  • Pistol selection is preserved while a player is the VIP
Environment Changes and Bug Fixes
  • Grenades can now pass through bamboo in inner hospital's lobby; this matches the behavior of other bamboo throughout the game
  • Closed a gap on the sniper bridge on Slums
  • Tweaked spawn barriers on Inner Hospital VIP to fix Z-fighting issues
  • Cleaned up rock collision around the central hill in Rocky Road
  • Tweaked out of bounds volumes along the riverbed on Homestead
  • Fixed an issue where the first shot through some glass would not always pass cleanly through and deal full damage as intended
  • Fixed several small collision issues on Overload
  • Fixed a decal draw issue on Redline
  • Fix for a small invisible volume on Slums which was blocking bullets
  • Players may no longer mantle up into the tree in the center of Breach
  • Fixed a minor collision issue on Watchdog
  • Fixed an unseemly LOD issue on Overload
  • Bomb and flag will reset if dropped within the tracks on Redline
  • Anchoring around the well on Slums now works as expected
HUD/UI Changes and Bug Fixes
  • Preliminary support for HUD scaling/fading added for those who have an Tobii eye tracker; more features in this area are under development
  • Spectators may now vote on the next map at the AAR screen
  • Vote timer aligned correctly with other elements within the widget
  • Background mask added to the server info screen to help with readability
  • Removed an unintended deadzone on the My Soldier selection widget
  • Fixed a bug where the shoot house AAR would not appear if the pause menu was opened at a particular point in the UI flow
  • A connection overlay added to the server browser to indicate when the program is busy
  • Nameplates now visible in the end of round camera
  • Added a check to ensure the crosshair will always return following a revive
  • Minimap and player ammo and health no longer visible when in Leavenworth
  • The AAR map vote widget now handles long map names correctly
  • AdminPingList widget position and size tweaked for better readability; now uses team color coding
  • Fixed an issue where activate objectives would incorrectly update the HUD
  • Demorec spectator no longer appears on the vote list as a player
Host a Server Tool
  • Updated the link to register a server in the Host a Server tool
  • UGC maps no longer listed twice in the Host a Server tool
  • The Restart Server button within the Host a Server tool will now actually restart the server
  • Fixed an issue where UGC maps would not always appear in the Host a Server tool
  • Edit Server Name now works as expected within the Host a Server tool
Miscellaneous Bug Fixes
  • Credits updated - missing people added & typos fixed
  • Fixed an issue where the Credits scroll would not pause correctly
  • Fix for a bad weapon state resulting from spamming the bandage key
  • Spectators viewing a takedown will now see the attacker and the victim positioned correctly
  • Fixed an issue where a player could get into a bad state when attempting to pick up a pistol
  • When being sent to Leavenworth players will no longer see the "Connection Lost" message prior to loading the level
  • SV-98 sniper kills no longer count towards M24 challenges
  • Players will no longer get kicked for being idle while an Admin Pause is active
  • Fix for a bug where players could sometimes be sent to Leavenworth for reasons other than ROE violations
  • Fixed an exploit where players could use certain characters to make their name invisible
  • Fix for disembodied arms lingering when a spectator jumps away from a player who is the victim of a takedown
  • Fix for alternative bomb site meshes (which are invisible) blocking bullets
  • Fixed a case where the server would send client corrections to dead characters
  • Fix for floating magazines after initial reloads of the AK-105 and AK-107
  • Closing an exploit where the M24 could be fired faster than intended
  • Closing an exploit where console commands could force an invalid vote
  • Players can no longer change weapons when interacting with a ladder
  • Fix for broken enemy spot on incorrectly setup UMMS
  • Added enemy mirroring for weapons to the kill stream
  • Fixed an issue where focus wasn't being cleared correctly after an admin command
  • Fixed a bug where you would not be taken back to the server browser if the server you were joining somehow became full before you joined (this was not common)
  • The Run & Gun achievement now correctly accounts for a stopped clock due to a C4 plant
  • Fixed several spots on Inner Hospital where geometry did not block bullets as expected
  • Fixed a bug where the head of a revived soldier would not cast a shadow
  • Players can no longer move or change stances while being the victim of a takedown
  • Reduced the delay for returning to spectator view after being the target of a failed revive
  • Fixed bad collision around the central rock on Breach
  • Players can no longer sometimes throw a grenade mid-vault
  • Fix for large aim drift when sighting up from an anchored position
  • Admins are now always able to use VOIP even if the server disabled VOIP for spectators
  • Added a new server option - bAllowAdminSpectate - when true admins are able to use all spectator cameras regardless of other settings
  • Fix for dropped weapons sometimes balancing on edge
  • Grenades can no longer create a negative overpressure value
  • Fix for characters appearing to sink into the ground under some circumstances
  • Fix for a secure animation sometimes playing on a revive
List of all 'Netcode' changes and updates
  • Groundspeed calculation consolidated.
  • Added weapon sway and recoil into replicate move. It was previously set to send continuously.
  • Spectators now have a reduced send rate to the server. There is no need for them to send packets at the same speed as live players.
  • The server no longer sends client corrections to dead pawns. This was wasting bandwidth.
  • Many actions with large animations now send position updates to the server, where previously they did not. This reduces the differential in the location when the animation finishes.
  • Ladder speed calculations consolidated.
  • Updated the client side move combiner, so we don’t have to send the server updates as often. This allows us to “pack” several similar moves into one send to the server.
    • Info: If your client is running at 200fps, you may have up to 7 updates run on your client before it is time to send an update to the server. The combiner has been updated to improve the combination of and allow these 7 updates to combine, as long as no major actions occur.
  • Improved client/server action sync, so there is little/no delay between when you start running on the client and when you start running on the server. This also includes many other actions besides running.
  • Sliding, Vaulting, Ladders, Diving, Takedowns, and Jumping have all been reworked with the new code.
    • In previous versions of the game, you were guaranteed to get a server correction for your location after performing one of these actions.
    • Loads of visual issues fixed.
  • Fixed an issue where a running player looking left/right repeatedly could cause their hitbox to move significantly per frame. (Known as the Knox wobble)
  • Fixed some visual issues with pawns rotating.
  • Fixed some visual issues with pawns looking up/down.
  • Fixed some visual issues with pawns when they are anchored.
  • Uncapped pawn rotation values, so you can watch your friends spin. (If you want)
  • Found and fixed an issue in the physics system where the pawns deceleration would not sync with the server.
  • Added more code to check server/client sync.
  • A big desync condition was removed from when your pawn takes bullet damage.
    • In previous builds, when your pawn was shot the server would have to send you a correction, making it more difficult than intended to re-aim after being hit.
  • A downed player now sends messages to the server at a reduced rate.
    • No need for them to send at the same rate as a live player.
  • Fixed visual issues in takedowns. The animation looks a lot cleaner now.
  • Player leaning has been improved.
    • There should be far less circumstances where someone leans and other clients do not see it.
    • Also fixed a case where the client could lean the full distance and the server calculation would not have them leaning the full distance.

17 comments Read more

August 30

AAPG First Released Three Years Ago

8/29/2013 was the initial release date of AAPG and the start of the open beta.

It is hard to believe it has been three years! People today are playing a vastly different game than the one we first released.

We released with 12 maps (ignoring BDX/FLO versions of the same map. All but the Hospital family of maps were "training" maps. They were not well received by many people. I can't blame them; we didn't like them all that much either. It is a long story as to why those maps were made the way they were.

Our features have changed and evolved over time. For the better I hope. Some examples:

When the game first came out people could spectate their own dead bodies. This was a bad idea. :) We knew it but it took a while to get permission to change that. One would often hear "Nade my body!" over comms in those days.

Once upon a time players could be revived twice and downed bodies would never bleed out. Made for a very different game then. We are much happier with the current implementation.

It has been quite a journey. I am proud of what our team has accomplished. Most will never know the obstacles we have had to overcome. Every game has its challenges and working for the Army has its own unique set of challenges! I know some in the community will never be satisfied. That is fine, that is how things are. Can't please everyone all the time. Even Overwatch and its 15 million players has its critics.

AAPG isn't done. In the short term we have more UMM contest winning maps and a net code update is on the horizon.

Thanks for playing America's Army. We only ask that you enjoy it!


A quick tour of other notable updates over the past three years:

Oct 31, 2013: Added lean, added equippable grenades (previously they were only quick throw), added the Hooah! key

Feb 20, 2014: Redline and Harbor Assault maps, C4 game type (yes we messed up making the bomb securable by defense!)

Mar 27,2014: Mission Editor available

July 3, 2014: Added roles including sniper and M24, Coldfront and Slums, Tactical movement, actual minimaps (previously was a radar with no background)

Sept 23, 2014: Players can drop and pickup weapons, Intercept added, weapon damage falloff introduced

Oct 30, 2014: Overload is our first UMM contest winner

April 17, 2015: The first of several opt-in tests begin

Oct 1, 2015: AAPG officially out of beta with new HUD/UI, rank system, weapon skins, new character models, enemy weapons, demorec, etc.


Original post by Dev Caterpillar. Come join the discussion on our Official forums!

19 comments Read more

About This Game

Do you have what it takes to train like a U.S. Army Soldier?

Take on the role of an 11B Infantryman practicing combat maneuvers at JTC Griffin, a fabricated training MOUT (military operations on urban terrain) environment. This training is crucial to your success as part of a Long Range Combined Arms – Recon (LRCA-R) unit, a full spectrum capable team that embarks on special operations missions behind enemy lines.

Key Features

  • You are a U.S. Army Soldier
  • Two Game Modes with 4 objective types
  • Character and Weapon customization
  • Teamwork is Critical
  • Train in Shoot Houses
  • Mission Editor and Steam Workshop

System Requirements

    • OS: Windows Vista
    • Processor: 2.4+ GHz Quad Core CPU
    • Memory: 4096 MB RAM
    • Graphics: Direct X 9.0c compliant, Shader 3.0 enabled video card with 512MB RAM
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 10000 MB available space
    • Sound Card: Direct X 9.0c compliant sound card
    • Additional Notes: Requires Internet Explorer 9 or later and the latest Windows Media Player
    • OS: Microsoft Windows 7 or higher
    • Processor: 3.3+GHz Core i5 CPU
    • Memory: 8192 MB RAM
    • Graphics: Direct X 9.0c compliant, Shader 3.0 enabled video card with 1GB RAM
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 10000 MB available space
    • Sound Card: Direct X 9.0c compliant sound card
    • Additional Notes: Requires Internet Explorer 9 or later and the latest Windows Media Player
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (104 reviews)
Mostly Positive (6,207 reviews)
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3,662 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
14 of 17 people (82%) found this review helpful
3.2 hrs on record
Posted: September 25
Well its a good game, it looks great, runs great, gameplay is simple, BUT. There's a pretty big learning curve. Not so much as how to play the game, but how to actually WIN it. The thing is, there is no matchmaking, you pick your server and play. Mostly there are veterans from hardcore FPS games (and YES this is a hardcore FPS, this is as hardcore as it gets). So for new players, it takes a few matches to get the hang of everything and start getting some kills.

But still a very intense game indeed, I don't notice how time flies when I play AAPG. It does feed my hunger for hardcore FPS.

One thing that requires work is the announcements. Like, when the attacking team takes the flag, it just gives a little notification at the bottom left of the screen. No sound no alert. It should be noticeable right away. And yeah, more weapons would be nice.
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3 of 3 people (100%) found this review helpful
3.5 hrs on record
Posted: October 10
I believe this game is amazing. Unlike many other first-person shooters I've played, this game requires a large amount stradegy and good communication and patience. If you're the type that likes rush into the midst of a heated battle, this game is not for you. There is no one man army. It is team based and if you go solo it will only hurt your team, unless you have specifically coordinated your team to pick players or complete an objective. Another great thing about this game is that your health bar is more scarce than you think. No regenerations force players to think wisely about when to engage the enemy. Bleeding will take away your health unless you take cover and bandage yourself. Though this game is relatively new, about a year old now, There isn't much variation of weapons. I hope in a future update they will add a few more arms and improve the sounds in the game.
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3 of 3 people (100%) found this review helpful
1.0 hrs on record
Posted: October 14
Very realistic, the combat training I got in the Estonian Defence Forces has been helpful playing this game. Can't say that about any other shooter I've seen before. Being in the sights of an enemy soldier's assault rifle and living to tell the tale is rare, as it should be. Many guns used by the military can penetrate engine blocks, playing games where you can recover from 3 headshots with a health power-up doesn't feel all that real knowing this. Running and gunning after the opponents have had time to take positions never pays in Proving Grounds. To win, you need teamwork, communication, listening to footsteps, opening every corner carefully like you would if you'd really expect someone who can kill you in a heartbeat to be there. You can do reasonably well by just testing out spots you suspect the enemy to be with short bursts because it's likely a kill if you hit someone. If you want to get an actual idea of battle, tactics and how fragile humans getting in the way of bullets are, give this game a chance.
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5 of 7 people (71%) found this review helpful
2,292.1 hrs on record
Posted: September 29
this is a great 1st person shooter
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2 of 2 people (100%) found this review helpful
8.0 hrs on record
Posted: October 5
A fun game with mature players.
The downside is that if you have a VAC ban for any reason, the games anti-cheat system, PunkBuster, automatically bans you when you join a server for 99999 minutes.
While I understand the importance of banning cheaters, I don't think it should look at past VAC bans on steam, especially since it is a free to play game, and anyone can just make a new account and play the game.
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2 of 2 people (100%) found this review helpful
199.4 hrs on record
Posted: September 27
Don't think I've recommended a game on Steam yet, but this one deserves a recommendation. It's rock hard to master, time to kill is insanely quick, some nice features like "restraining" an enemy, (so they can't be revived), using supported firing positions and much more. Number of gun and customisation is very limited to other titles, but this game is all about tactics, teamwork and communication, you'll get all the fulfillment from the game you need if you bear that in mind.

Fantastic and friendly community..................and it's free to play, and I mean free to play, not pay to win, but free to play!! (and still highly populated three years after release)

Health Warning - Will induce rage when you first start playing it. Stick with it.
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3 of 4 people (75%) found this review helpful
4.6 hrs on record
Posted: October 14
I used to be an old Counter-Strike 1.6 player back in the early 2000's. I decided after some 220 hours that the new CSGO is crap, so i decided to give AA:PG a whirl. SO much better than GO. Better maps, better gun recoil, better community, better missions on the maps, better environments, I could go on.

-Instead of just the stupid crates everywhere you use for cover you use a realistic environment for cover and there are no half opened doors or other death funnels that you have to run through.

-The maps are much more open and realistic and not so linear = much more tactical options

-Taking damage has an effect on you similar to what Battlefield does. You take damage and your screen loses vision to simulate the shock of getting shot, and you better run to cover and bandage up or you'll bleed to death.

-No stupid ♥♥♥ skins

-No stupid ♥♥♥ no-scopes, quick scopes, jump scopes, run and gun, and all that other type of Call of Duty ♥♥♥♥♥♥♥t that took over CS

-No 24/7 Dust 2

-Community is mature and the servers are well-moderated to keep the jackasses out.

-Instead of just "plant the bomb/defuse the bomb" there are VIP missions, hostage extraction missions, search and destroy missions, bomb missions, and others which I haven't gotten around to yet.

This is my new FPS. I faced the fact that the real CS is a dead franchise. I uninstalled it and will never go back to it again. I urge you to do the same.
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1 of 1 people (100%) found this review helpful
3.2 hrs on record
Posted: October 6
Pretty decent, but very difficult.
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1 of 1 people (100%) found this review helpful
115.5 hrs on record
Posted: October 2
Great game! I used to play AA back in the day! They have improved the game quite a bit.
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1 of 1 people (100%) found this review helpful
1 person found this review funny
5,554.2 hrs on record
Posted: October 4
Great game its a must have.
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Recently Posted
0.7 hrs
Posted: October 22
Very good game, hard to master, but fun to play
Helpful? Yes No Funny
DIMI3 | Trump ツ
0.2 hrs
Posted: October 22
Helpful? Yes No Funny
26.0 hrs
Posted: October 21
It's a fun tactical fps game to play with a great community and great gameplay
Helpful? Yes No Funny
0.6 hrs
Posted: October 21
Helpful? Yes No Funny
34.3 hrs
Posted: October 20
Honestly, such a waste. They turned AA into Call of duty. Now with this game players have the ability to run around super fast and run n gun instead of playing tactical slow Rainbow Six style. In Americas Army 2 and 3, you had a run meter which limited the running. Also, while running your gun dissapeared from the screen to prevent run n gun. Seriously, such a waste. Again another franchise that was ruined by COD.


If you are looking for something tactical try Insurgency or Squad rather than this garbage.
Helpful? Yes No Funny
552.8 hrs
Posted: October 20
Helpful? Yes No Funny
Yuri The Reaper
5.6 hrs
Posted: October 19
Great game. Let's start:
-Good mechanichs and movement system 9.5/10
-Good graphichs 8/10
-No pay 2 win 10/10
-Awesome maps 9/10
-Ranks and camouflages 8.5/10

Overall 9.5/10 Great job!
Helpful? Yes No Funny
Riley Bait
4.7 hrs
Posted: October 18
Good tactical shooter without pay to win, but the servers aren´t very stable and it has a few bugs. Because its free, i´d say you should give it a try. 6/10
Helpful? Yes No Funny
7.5 hrs
Posted: October 18
this is way better than it should be
Helpful? Yes No Funny
4.1 hrs
Posted: October 18
solid game and great community
Helpful? Yes No Funny